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Fix up bloodsplat and decal positioning a bit. Nasty hacks removed. Yay.
git-svn-id: https://svn.eduke32.com/eduke32@5392 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 13 deletions
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@ -736,17 +736,15 @@ static int32_t P_PostFireHitscan(int32_t p, int32_t k, hitdata_t *hit, int32_t i
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if (!A_CheckSpriteFlags(l, SFLAG_DECAL))
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actor[l].flags |= SFLAG_DECAL;
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sprite[l].xvel = -1;
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sprite[l].ang = getangle(hitwal->x-wall[hitwal->point2].x,
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hitwal->y-wall[hitwal->point2].y)+512;
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if (flags&1)
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sprite[l].ang = (getangle(hitwal->x - wall[hitwal->point2].x,
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hitwal->y - wall[hitwal->point2].y) + 1536) & 2047;
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if (flags & 1)
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Proj_DoRandDecalSize(l, atwith);
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if (flags&2)
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sprite[l].cstat = 16+(krand()&(8+4));
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sprite[l].x -= sintable[(sprite[l].ang+2560)&2047]>>13;
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sprite[l].y -= sintable[(sprite[l].ang+2048)&2047]>>13;
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A_SetSprite(l, CLIPMASK0);
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@ -1081,7 +1079,6 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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if (!A_CheckSpriteFlags(k, SFLAG_DECAL))
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actor[k].flags |= SFLAG_DECAL;
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sprite[k].xvel = -1;
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sprite[k].ang = getangle(hitwal->x - wall[hitwal->point2].x,
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hitwal->y - wall[hitwal->point2].y) + 512;
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Bmemcpy(&sprite[k], &hit.pos, sizeof(vec3_t));
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@ -1101,9 +1098,6 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
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sprite[k].shade = sector[sprite[k].sectnum].floorshade;
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sprite[k].x -= sintable[(sprite[k].ang + 2560) & 2047] >> 13;
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sprite[k].y -= sintable[(sprite[k].ang + 2048) & 2047] >> 13;
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A_SetSprite(k, CLIPMASK0);
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A_AddToDeleteQueue(k);
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changespritestat(k, 5);
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@ -1239,9 +1233,8 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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if (hitwal->hitag == 0)
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{
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k = A_Spawn(i,atwith);
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sprite[k].xvel = -12;
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sprite[k].ang = getangle(hitwal->x-wall[hitwal->point2].x,
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hitwal->y-wall[hitwal->point2].y)+512;
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sprite[k].ang = (getangle(hitwal->x - wall[hitwal->point2].x,
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hitwal->y - wall[hitwal->point2].y) + 1536) & 2047;
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Bmemcpy(&sprite[k], &hit.pos, sizeof(vec3_t));
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sprite[k].cstat |= (krand()&4);
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